I have an update of sorts releasing today for FUEL: REFUELED, a copy of the current development build for the Free Ride Extreme Editor I've been working on. I also have some news about something I'll be participating in next week and ask some of you to support where able.

Remember to keep an eye on screenshots uploaded as they often show new updates coming, such as the above which shows off 4 of the new Vista Points added in a future release.

The Update?

Free Ride Extreme Editor

Firstly the update, well a while ago I said I'd include a current copy of the where the Free Ride Extreme Editor is at (That little tool that lets you create all the custom weather scenario's you want, such as tornado's in Free Ride!). After all I'd much rather have it in your hands so you can play with it and give feedback, than sat in some folder idle here. I am currently focusing on other development tools such as the vehicle color palette and career race editor, so the Free Ride Extreme Editor is largely finished - however it needs testing - which is where you lovely people come in!

This isn't a fresh download, you will need to re-download version 2013.1 (now updated to R2.8) and there inside you will find the program "Free Ride Extreme Editor BETA". There is no formal guide for this software as it is largely unfinished - so really I would like to say I'm aiming this BETA at people somewhat familiar with the mod from past versions and competent in figuring out stuff, but my assistance is on hand to answer any questions.

Basically if you try this tool, then let me know what you think! If you had trouble figuring out how to work it then let me know, or if you encountered a bug then let me know. You can do this preferably via sending me a private message (as I'm unable to track comments and make take a while to get back to you otherwise).

Example Free Ride Extreme Editor scenarios

So yeah, enjoy having a play around with this version of the tool - there is much more to come, but that is where the development is at. You can read more about how development has progressed with this tool here.

Extra Life 2013

This year I'll be participating in the charity event Extra Life, throwing myself into a 25 hour gaming
marathon of the game ‘Defiance' on November 2nd while part of the Trion Worlds team. I've decided I will give it my best at streaming the whole thing live - which will be quite a challenge for me, given I've actually never done much in the way of streaming, let alone anything close to this. Here's a link to my Twitch channel, so you can follow me for whenever I go live (likely I'll be doing various tests over the next few days to ensure everything goes off without issue).

I'll hopefully be backed up from a mix of friends from Omni Venatus, who may think I'm crazy for playing Defiance straight for that long, but will be throwing in support throughout the day to at the very least keep me awake.

If you've ever wanted to ask me anything at all regarding FUEL or FUEL: REFUELED then you've got me open mic for 25 hours that Saturday, so by all means fire away! You can also join me in-game if you like as a 3-day trial of the game is available. I will be making use of a whole range of in-game boosts to benefit whoever groups with me.

I'll be playing in support of the Children's National Medical Center - with any donations going towards international efforts. If any of you who have enjoyed FUEL: REFUELED, my other mods and many community contributions and can spare a dollar for a good cause then I'd very much appreciate it!

Download

Links to the download and change-log are provided below. If you get stuck with installation then I've put together a step-by-step video to assist. It can be found here: Moddb.com (Currently links to R1 installation video, give me time and I will update this with one for R2 - although installation is very similar).

If you have any problems with the mod or discover a bug then let me know by either comment or just PM'ing me directly. This is a one-man project, however I'm always happy to help.

I've just posted details on the forum about the upcoming V15.2, a fairly big set of changes based on requests and suggestions - Notably in this update will be a revised challenges set and new damage system values (including the invulnerability option many of you have requested).

I haven't been posting much last couple of weeks due to University examinations and other real life stuff taking up most of my time, but the mod development is still going strong :P Continue to post any feedback you have and let me know of any bugs you find since V15.1 etc.

Good ideas -
Quite a few of them would be possible once I can begin .exe editing - I'm working on the gfwl checksum problem right now.

6)

I've looked into a 'cockpit' view in the past and it didn't really work out well. First of all the internal quality is really bad and not something to look at and secondly the rotational axis caused numerous problems, so I've given up on that idea. An alternate idea is a 'hood' view, which could work - I'm looking into that right now.

Its not possible to add another view, only replace what is already there. A rear view is possible, but it would be only selectable through the normal way (i.e. no dedicated key command). Overall the views need improving, most are either too close and in silly positions anyway, I'll revise this in a future update.

So far I've not actually got a working hood view - while I've been able to place the camera on the hood, the rotational axis is at a center point and thus it means that the view is messed up when rotating (i haven't been able to disable that). Hopefully after more work I can eventually fix this issue.

This mod features an improved AI, that isn't ******* stupid like the original game's one? Also, does it displays the icons meaning when you zoom into a map section, instead of just showing the section's description, and making me insane for not knowing what all the icons are supposed to be?

At the moment I'm unable to edit the AI code directly - but am working on it.

Where I've mentioned improved AI I have taken the time to alter certain elements of races to reduce the AI's problematic behavior. I will be including another AI update before V15 goes final that should improve things further. On the races that I've personally created and included the AI works as you'd expect, but I'm still working through the vast number of races in the game (260+) to get them all working better.

I had a look at the video (apologies for lack of reply) - the damage model shown is included in the game. I'm not sure on the exact name of the game engine used, but I know it is different to the likes of grid and dirt. There isn't a whole amount of information that actually discusses the engine used in FUEL.

I'm just starting work on the damage overhaul that a lot of people have requested (various settings including an invulnerability from falling etc. as discussed on the forum). Once I have all the damage params mapped out I can get a fair Idea of what's actually possible. It would be good to increase the physical damage of vehicles (i.e. a crash shows more visible damage), but I'm not entirely sure whether its possible - yet. I'll be posting on the forums once I have an idea of what's possible and what will be included in V15.2.